Category Archives: PlayStation 5

Ghostrunner Launches on PS5, Xbox Series X|S Sept. 28 With New Enhancements

Ghostrunner, the first-person cyberpunk parkour action game from publisher 505 Games, alongside developers and partners All In! Games, One More Level, 3D Realms, and Slipgate Ironworks™, launches with new visuals and next-gen features on PlayStation 5 and Xbox Series X|S Tuesday, September 28.

Tear through Dharma Tower in an enhanced version of the half-million selling action game. Stunning graphical enhancements like 4K, 120 FPS, Post-Processing HDR, ray tracing fidelity mode, 3D audio, and more make Ghostrunner smoother and faster than ever. Feel the kinetic parkour and fast-paced combat like never before with Haptic feedback on DualShock 5 controllers.

Next-gen versions include all new game modes added since last year’s launch, including the new rogue-lite Wave Mode and accessibility-focused Assist Mode. Thanks to PlayStation 5’s free upgrade and Xbox Series X’s Smart Delivery system, anyone who owns Ghostrunner on PlayStation 4 or Xbox One automatically will have access to the next-gen versions at launch.

Are you interested in a PlayStation 5 or Xbox Series X|S key for a Ghostrunner review or impressions piece? Let me know directly your preferred platform and region (if applicable) or submit your request through the form linked below.

Please note that we are currently awaiting PS5 and Xbox Series X|S keys. They may come in hot at launch, but should we have them before that, we’ll send them to you straight away.


DEATHLOOP, the innovative first-person shooter by Arkane Lyon, the acclaimed studio behind the award-winning Dishonored series, is available now worldwide, exclusively on console for the PlayStation 5 (PS5) System and PC. DEATHLOOP takes advantage of the power of the PS5 with stunning visuals and fast loading with the ultra-high speed SSD while the DualSense controller brings the sounds and sensations of Blackreef to your fingertips.

Watch the DEATHLOOP launch trailer featuring a new track, “Pitch Black,” by Sencit featuring Lady Blackbird*:

“On behalf of the whole DEATHLOOP team at Arkane Lyon and Bethesda, we hope you have a fantastic time playing the game and will join us to celebrate the love we have poured into it,” said Dinga Bakaba, Game Director on DEATHLOOP. “DEATHLOOP is something very new from Arkane Lyon, and we dedicated ourselves to creating a memorable experience unlike anything we’ve created before.”

DEATHLOOP’s engaging murder puzzle casts players as the amnesiac Colt who remains trapped on the time-locked island of Blackreef. By piecing together clues players will discover how to complete the perfect assassination timeloop, eliminating eight “Visionaries” in a single day. Players can also jump into the game’s multiplayer mode as Julianna – a rival assassin and Colt’s arch nemesis – to protect the timeloop.

The Medium Review – PlayStation 5

I had the spine-tingling pleasure of reviewing Bloober Team’s magnificent supernatural thriller, The Medium when it released earlier this year on Xbox and PC.  Now, after a short period of exclusivity, the game has made its way to the PS5 with noticeable enhancements that make the most of Sony’s next-gen system.  Interestingly enough, the improvements were all added five days after launch via an update patch, so those who played and possibly finished the game during that time didn’t get to enjoy those PS5 perks.  The Sept. 8, 2021 update added stunning new ray-tracing features to the already-amazing visuals as well as immersive haptic feedback for the DualSense controller as well as improved performance that greatly reduce loading times.  Thankfully the patch arrived while I was still writing this review and streaming the game so you can see actual gameplay of before the patch and after the patch.

So what is The Medium all about?   When first announced, this high-concept visual thriller promised to make the most of next-gen PC and console tech with its unique split-screen presentation that totally changes the way we see and play traditional adventure games.  This latest PS5 version certainly delivers on that promise.  The opening prologue sets up the narrative nicely, introducing us to Marianne, a young woman with the supernatural ability to see “the other side”; thus the split screen effect, but more on that in a bit.  We quickly learn that her adoptive father, Jack has just passed.  Jack owned and operated a funeral home, the perfect place for Marianne to discover and learn to use her ability to speak with the dead; something you’ll experience shortly as you prepare Jack for his final rest.

The Medium uses a clever split-screen device to show the same motion capture performance in two very different settings.  You’ll see what Marianne is doing in the real world as well as the underworld, often with shocking and disturbing variations.  Many of these interactions involve a young dead girl named Sadness, seemingly innocent while missing an arm and wearing a porcelain mask.  The game determines when the screen will split, making this more of a presentation plot device rather than an actual game mechanic, although you do have the option to focus on either side when making some choices.  An easy example are the Spirit Wells that Marianne can absorb energy from in the spirit world then dispense into fuse boxes that will activate items in the real world.

A large part of the game takes place at the Niwa resort; the location of a horrifying massacre.  The resort is now abandoned and fallen into disrepair, which adds plenty of clever exploration options to the game.  Crumbled walls, broken floors, and missing staircases might keep Marianne from moving forward in her world, but those same locations can often be navigated within the spirit world.  Marianne can also invoke an out of body experience that allows her to explore even more inaccessible areas within the spirit world, although there is a time limit to her spirit walks as well as at least one cool puzzle that requires this ability.

While the player has no control over when the screen will split they do have the ability to fully enter the underworld by touching and passing through various mirrors found throughout the game.  The visual effect looks just like the sepia tone split-screen, but these moments are played out in full-screen with no visual reference to reality.  This creates an almost portal-like system that helps Marianne navigate the broken architecture of the underworld as well as explore a crazy dollhouse later in the game.

Most of the game is pretty standard adventure genre material with you controlling Marianne as she explores her detailed surroundings looking for anything that can be viewed or interacted with; sometimes examining 3D objects, spinning them around, etc.  Most of the collectibles are pure info dumps, expanding upon the confusing narrative or simply adding flavor to the game, but there are numerous inventory items, most of which are used almost immediately after finding while others, like the bolt cutters, will serve you until the end of the game.

Puzzles are relatively straightforward, but I did enjoy the one that required finding masks and learning the names of the deceased to set their spirits free.  There was also a very cool puzzle where you moved the hands of a clock in the real world to manipulate time in the spirit world.  Near the end of the game there is an annoying water pump puzzle that seemed totally out of place with everything else up to that point.  It was fun to figure out, and all the necessary clues were right there in the room, but the overly complex solution just seemed to stall the momentum the game had been building up to that point.

You have a sensory ability that will light up the area around you, revealing key items and even highlight things from the spirit world in the real world; a useful ability during the game’s many stealth sequences.  There are situations where you will either be chased or forced to hide and sneak past a particularly nasty demon-like creature who wants to wear your skin.  Chase sequences merely require you to run along a linear path until you reach a safe zone, but the stealth sections have you crouching and even holding your breath to avoid detection.  There are only a few of these chase/stealth bits and they helped add some intensity and suspense to the overall game.

The Medium promises a next-gen presentation, not only with its split-screen design but by making the most of ray-tracing and HDR tech and the PS5 delivers an experience nearly on par with a high-end PC.  I initially started my review prior to the patch and the game still looked fantastic, but after the patch the visual experience was downright stunning.  All of the visual oddities and glitches I experienced on the PC and Xbox back in May were no longer an issue.  The PS5 delivers a pristine 4K image with excellent HDR that helps enhance the lighting and shadows of this sinister game world.

I had a great time with The Medium.  Even though it often felt like I was playing a Resident Evil game with the fixed camera angles and tank-like controls, there were some really great concepts in both presentation and gameplay.  There is some really great DualSense support that allows you to look around using the gyroscopic function of the controller, as well as pressure sensitive feedback on the triggers when using the bolt cutters, and plenty of immersive heartbeat thumping in the controller when sneaking around a certain demon.

The plot did meander in the middle with these odd excursions as a secondary character, Thomas, but even these became relevant as the story wrapped up near the end.  Speaking of the end, expect a twist and lots of speculation on what the hell just happened when the credits start to roll; even the post-credit stinger won’t help.  Having played all three versions of The Medium now, I can easily say the PS5 version is clearly the best and most polished of them all with ray-traced enhanced graphics, immersive controls, and much faster load screens.  If you haven’t experienced the thrills and chills of The Medium then now is the time and the PS5 is the best way to play.

‘Star Wars: Knights of the Old Republic – Remake’ Announced for PS5 & PC

Aspyr, Lucasfilm Games, and Sony Interactive Entertainment (“SIE”) have announced Star Wars™: Knights of the Old Republic™ – Remake, a new remake of the original revered Star Wars™ story and blockbuster role-playing game experienced by millions of fans around the world. In development as a PlayStation®5 (PS5™) console exclusive at launch and for PC, Star Wars: Knights of the Old Republic – Remake is completely rebuilt from the ground up for a new generation of players to experience this legendary tale as never before. The news was revealed today in a teaser trailer during the ‘PlayStation Showcase 2021’ featuring the iconic imagery of Darth Revan and the voice-over talent of Jennifer Hale, who played Bastila Shan in the original game.

“We’ve spent the past several years assembling the very best talent from across the industry to deliver a modern vision of this timeless Star Wars legend,” said Aspyr co-founder Ted Staloch. “As lifelong Star Wars fans with extensive experience working with many of its best games, we have the deepest love and admiration for Star Wars: Knights of the Old Republic and cannot wait to share this amazing remake with the rest of the galaxy.”

Development of Star Wars: Knights of the Old Republic – Remake is led by a newly created team composed of industry veterans at developer and publisher Aspyr, working in close collaboration with Lucasfilm Games. Aspyr and Lucasfilm Games have worked together in recent years to bring multiple classic Star Wars titles to modern platforms, including the original Star Wars: Knights of the Old Republic. The game will be published on PS5 by SIE, while the PC version of the game will be published by Aspyr.

Star Wars: Knights of the Old Republic stands out among the Legends of Star Wars storytelling, and we’re thrilled to be joining with Aspyr and Sony to remake this Legend for a new generation of players,” said Douglas Reilly, VP, Lucasfilm Games. “Our teams have been working closely and share a deep commitment to honoring what fans love about the original, while bringing new fans on this incredible journey.”

“Nearly 20 years after its debut, Star Wars: Knights of the Old Republic remains one of the most highly requested remakes from the PlayStation community,” said Eric Lempel, SVP, Head of Global Marketing, Sony Interactive Entertainment. “The time is finally right to bring this dream to life for both diehard fans and those who have yet to experience it.”

First released in 2003, the award-winning Star Wars: Knights of the Old Republic still stands today as a landmark achievement, frequently ranked among the greatest video games of all time. A pinnacle of Star Wars Legends storytelling, Star Wars: Knights of the Old Republic is set around 4,000 years before the events of the original trilogy, introducing a new cast of heroes and villains in an epic struggle for the fate of the galaxy. The game is beloved by fans and has been praised by critics for its deeply engaging narrative, memorable characters, sense of immersion and discovery, and choice-based gameplay.

Fans can keep up with the latest updates for Star Wars: Knights of the Old Republic – Remake by signing up at, as well as by following Aspyr on TwitterFacebook and Instagram.


At today’s PlayStation Showcase livestream, Tango Gameworks revealed a thrilling glimpse of Ghostwire: Tokyo through an exciting, brand-new trailer that stars the menacing Hannya.

Hannya has unleashed a catastrophic fog upon Tokyo that wipes out most of its population. In the aftermath, he leads the Faceless, a menacing group of loyal zealots who bend to his will. Where smiling citizens once walked now stands an army of one-of-a-kind creatures only Tango Gameworks can create: The Visitors.

Inspired by Japanese legends, folklore, and tales, The Visitors are striking, imaginative enemies that lurk throughout Tokyo. Many characters are from famed dark stories like “Kuchisake-onna,” characters that stay true to Tango’s desire to honor Tokyo through an authentic, never-before-seen game world.

Awakening in the famed Shibuya Crossing, Akito finds himself partially possessed by a strange spirit and surrounded by the dangerous creatures invading Tokyo. Desperate to ensure the safety of his sister, Akito must ally with the spirit and master powerful abilities to battle his way through Tokyo’s dangerous streets.

With the power and speed of the PlayStation 5® console, Tokyo is vividly brought to life thanks to the console’s stunning ray-tracing technology. As players walk its streets, reflections of gorgeous neon lights drip onto puddles that become glassy mirrors of the world’s vibrancy and beauty. Ghostwire: Tokyo also delivers faster loading times to keep players immersed, and haptic controls that allow players to tangibly feel their actions while traversing Tokyo’s streets and rooftops.

Ghostwire: Tokyo will be available worldwide for PlayStation 5® and PC in Spring 2022. For more information and news, stay tuned to our official website and follow us on Twitter, Facebook, Instagram, and YouTube.

Subdivision Infinite DX, Interstellar Dogfight Shooter

Subdivision Infinity DX, the immersive, pulse-pounding sci-fi 3D space shooter from publisher Blowfish Studios and developer Mistfly Games takes off on PlayStation 5 Wednesday, Sept. 22, 2021.

Explore the deep reaches of the galaxy as Sgt. Jed Riddle and engage in high-speed interstellar dogfights against cruisers and capital ships. Jump into the cockpit of an intergalactic starfighter to maneuver around asteroids, evade enemy fire, and uncover the intentions of a mischievous band of mercenaries. Upgrade the Sergeant’s ship with advanced weaponry, add new vessels to the fleet, and gain the upper hand in high-octane shootouts.


Team17 and Black Matter have today announced that 50 vs. 50 Second World War strategic squad shooter, Hell Let Loose, will launch onto PlayStation 5 and Xbox Series X|S on 5th October. The game, which first launched on PC this summer, will feature cross-play functionality between the two console platforms and deploy an authentic and immersive front-line experience of the Western Front across ten maps and two distinctive game modes: Offensive and Warfare. Pre-orders for Hell Let Loose on Xbox Series X|S open today from 6pm BST (10am PDT, 1pm BST, 7pm CST) while PlayStation 5 owners will be invited to take part in an open beta for the game that runs between 16th and 20th September.

Hell Let Loose key features

  • The brutality of the War in Europe: Hell Let Loose portrays the battles of the Western Front across two distinct modes, Offensive and Warfare.
  • Authentic strategic gameplay: Each side of 50 players is broken down into armour, infantry, and recon, led by officers with a direct line to an overall player-commander directing the flow of the game.
  • Unique metagame: Extended battles entrench participants in the tidal-like motion of the frontline that builds up Hell Let Loose’s real-time strategy inspired metagame.
  • Playing a Part: Fourteen roles are available for players to experience, from engineers and snipers, commanders and tank crewmen, medics and support; all play a part in the war effort.

The PlayStation 5 open beta will provide a brutal taste of war, as both sides fight for victory on the Hurtgen Forest map in Warfare mode, which sees each side begin the battle occupying half of the map. From there, they’ll have to push the opposition back and secure enemy territory for themselves until they reach their base, or hold the most ground until the timer runs out. At launch, Warfare will be joined by Offensive mode where one side plays the role of attacker and the other acts as defender, while Hurtgen Forest will be joined by maps set across the Western Front, from the windswept sands of Utah and Omaha beaches to the brutal house-to-house, street-to-street urban fighting across Carentan.

Those who preorder Hell Let Loose on Xbox Series X|S will receive The Silver Vanguard cosmetic downloadable content. The Eastern Front maps of Stalingrad and Kursk, together with the Soviet forces, which are currently available to play in the PC version, will be introduced to the console versions as part of a free, post-launch update this winter.

To keep up to date with all the information on Hell Let Loose please like us on Facebook, follow us on Twitter and join us on the official Discord server.

Little Nightmares II Enhanced Edition Review – PlayStation 5

Earlier this year I reviewed the PC version of Little Nightmares II, the sequel to the critically acclaimed original Little Nightmares released back in 2017.  Both games quickly became two of my favorites in what was becoming an increasingly robust library of side-scrolling adventures inspired by classics such as Limbo and Inside.  Now, several months later, those with next-gen consoles as well as PC gamers who may have missed out on the original or simply want to experience it all over again can do so with the Enhanced Edition.  If you already own the original game on PC, Xbox One or PS4 then you’ll get this upgrade for free.

So what exactly does Little Nightmares II Enhanced Edition bring to the table?  If you are playing on a PS5 or Xbox Series X|S you get a choice of two modes; a Beauty mode that runs at 30fps at 4K with optimized ray-tracing, and a Performance mode that locks the game at 60fps with a dynamic 4K resolution and ray-tracing.  Ray-tracing delivers incredibly realistic reflections to shiny surfaces in the game while improved lighting and shadow effects add even more immersion to the already-sinister worlds that Six and Mono must explore.  Even the particle effects have been enhanced, offering more detail in the shape and size of dust motes as well as realistic interactive responses when characters pass through them.  And finally, all of the audio has been expertly remixed for immersive 5.1 and 7.1 surround environments.  The PC version, which was already superior to last-gen consoles, also gets these improvements which are fully scalable in the options menu.

For this review I am focusing on the PS5 version, which I am playing for the first time, although I did play the Enhanced Edition on the PC as well – it was a free upgrade so why not – and I can say that the game looks and performs flawlessly on my RTX3080-equipped PC with everything set to Ultra settings.  I did have a few stutters during scene loading, but this was remedied by moving the game from a mechanical drive to my SSD.  It’s also worth noting that the Xbox Series X|S is not properly implementing ray-traced reflections at this time, and is instead using screen-space reflections (SSR), which still look good but are not as realistic as the ray-tracing featured on PC and PS5.

So for those who haven’t read the original review for Little Nightmares II what follows is that article with a few minor updates for features specific to the Enhanced Edition on the PS5.

Unlike the first adventure many things have changed in Little Nightmares II including; how you play, where you play, and even who you play.  No longer set onboard a cannibal cruise ship, we begin our story like so many other games of this genre, alone in the creepy woods.  Meet Mono, a frightened little boy with a sack on his head, alone in the woods.  Like the first game you are simply inserted into this world with no idea of what to do, where to go, and why you are doing any of this.  Oddly enough, you’ll still have most of these feelings and even more questions when the credits start to roll 6-8 hours later.  For now, it’s time to explore this wonderfully mysterious and terribly creepy new world.

If you played the first game then you will know exactly what to expect from Little Nightmares II, but there are also a few surprises tossed into the mix.  First, Six will quickly team up with Mono introducing a new AI co-op element to some of the puzzles and level traversal.  While not exactly a fresh idea it still adds something new to the design, plus having a companion along for the adventure will help ease that sense of loneliness, but it also enhances the tension of solitude when you become separated.  New commands allow you to shout out to Six and even hold her hand during times when you need to stick together or work as a team.

The original game had you collecting gnomes and smashing porcelain statues, but in Little Nightmares II you’ll be collecting hats and dispelling the spirits of lost children, both of which have tallies you can view in the chapter select menu.  I thought I was pretty thorough in my initial playthrough but only ended up with half the hats and spirits, so there are a lot of well-hidden secrets likely stashed in cleverly concealed areas.  The hats are a particularly nice feature that allows you to change up Mono’s appearance, and considering how much it rains in this game it felt really natural to wear the yellow rain cap for most of the game.  Other hats have specific functions when it comes to unlocking dozens of impossibly difficult Trophies – not difficult to complete but difficult in even knowing they exist.  There are at least 2-3 Trophies per chapter that you would never figure out even on accident, so prepare to consult a guide if you want to Platinum this game.

Both the original and the sequel are designed around a core of exploration, discovery, and solving a long list of moderately challenging puzzles.  There were probably 2-3 puzzles that had me stumped for more than five minutes, but that only made the “aha moment” of figuring them out that much sweeter.  New to Little Nightmares II is the addition of combat.  Mono can now pickup items like a pipe, axe, ladle or even a stick and start whacking at enemies; a concept that balances between fun and failure with equal success.  Early on you can smack the ground with a stick to reveal bear traps concealed in the blanket of leaves.  Later you will smash a small army of animated porcelain dolls that reminded me of Pinocchio, and a bit later you’ll lose your mind and your patience trying to whack these animated mannequin hands with a pipe as they skitter around like Alien face huggers.  Mono is very small and weak, so he must drag any of these larger weapons around reducing his movement speed, plus actually swinging the weapon requires a lengthy wind-up period with a momentary pause after impact.  You can’t go into these combat situations mashing buttons; you have to watch carefully for visual clues on when you should strike and they can be subtle.

Despite some original locations like a school and a hospital I couldn’t help but feel the designers were borrowing a lot of the visual design from the first game.  There were even some scenes/rooms that looked like they were lifted straight from the original.  But there were also some cool carryovers that tied the two game worlds together like the abundance of discarded shoes littering so many locations.  Even more sinister was finding these full sets of clothes lying about the world as if all the adults had been “raptured” or somehow abducted right out of their clothes.  That’s not to say all the adults are gone.  Each level has a terrifying boss character you must evade and somehow defeat.  Early on it’s a hunter in the woods then a medical examiner lurking in the hospital morgue, but perhaps the most terrifying adult in the game is the school teacher/librarian with this telescoping neck that will totally freak you out.  Oh yeah…there is one more adult that will cause you to lose sleep; the thin man from another dimension that crawls out of TV’s like that girl in The Ring.

Speaking of TV’s there is one particularly clever level that has you using a TV remote to turn on/off TV’s that can then be used as distractions for the zombie-like adults hypnotized by the static, or as teleport nodes that allow you to phase into one TV and exit from its matching set.  These create some pretty cool navigation puzzles and are a nice change of pace from the “find the key to use in the lock” puzzles found everywhere else.  Another innovation on puzzle design is this one area where you must use sound to navigate a maze of passages and stairs with multiple doors by listening in each doorway for the music.

Little Nightmares II looks and sounds amazing.  The art, shadows, textures, lighting, and animation are all fantastic with a dynamic camera that perfectly frames the action yet still allows you slight panning adjustments with the right stick.  The camera also seems to have a greater range of zoom with much of the game being played so that characters appear larger on the screen than they did in the first game, allowing you to appreciate all the subtle details, but the camera can just as easily pull way back revealing just how tiny these kids are as they make their way across a sinister skyline.  The water effects are ultra-realistic with rain falling, puddles pooling on the ground, thick streams of water spilling off of rooftops and gutters and sheets of water cascading down the sides of buildings.

Lighting plays a huge part of the game, not only in setting up the eerie and oppressive atmosphere but also when using your flashlight, which becomes a tactical weapon that can temporarily freeze some enemies when caught in its beam.  The addition of ray-tracing increases the realism with off-screen reflections as well a reflection clarity that is tied into the type of reflective surface.  The volumetric light and shadows are also greatly enhanced in this Enhanced Edition.

The sound design is perfection thanks to Tobias Lilja who created an amazing score that enhances the visuals and sets the mood along with sound effects ranging from realistic natural environmental sounds to some truly horrific supernatural effects.  The paranormal sounds coming from the TV broadcast are terrifying; almost as terrifying as the cries, groans, and screams of the adults when they are chasing you through a level, and the expert use of the newly remastered 5.1/7.1 surround mix will totally immerse you in the experience.  With all of the rain I would love to hear this in a Dolby Atmos mix, but the continuous water effects already had me taking numerous bathroom breaks so maybe not. You’ll definitely want to play this with the lights turned down and the sound turned up.

Overall I had a great time with Little Nightmares II.  There were brief moments of frustration; never with the puzzles but rather coming to grips with the combat timing and numerous moments where a lack of clear depth perception has me missing jumps, grabs, and swings because it was often unclear where Mono was positioned within the Z-axis of this 3D world in a 2D presentation.  There were at least two chase sequences that had me getting stuck on bits of the environment and one combat section with Mono vs 4-5 severed hands that took over 20 minutes to figure out.  Otherwise, controls were nice and responsive.

There were parts of the game that did seem to drag on.  The developers claim the game is twice as long as the first and I felt like an hour of this could have been cut or replaced with a sixth chapter.  There was this repetition of going in and out of buildings, scrambling across rooftops, zip lining down clotheslines with exterior streets and building interiors that all look remarkably similar and eventually got a bit boring.  Even major locations like the school and hospital started to get repetitive.  There was this intelligent design to the first game that all fit into the theme of being on a giant ship.  Little Nightmares II just seems to meander about various design themes, sometimes lingering too long in one place.

As much as I enjoyed Little Nightmares II the Enhanced Edition made the experience even better to the point where I fully completed the game a second time on PC then dove right into the PS5 version and completed it as well.  I had fun with the co-op moments and thankfully Six’s AI worked well with no glitches. There were plenty of cool design elements added to the gameplay, but I think the combat was unnecessary.   I found outsmarting enemies with a flashlight, TV remote, or smashing them with Home Alone-style traps far more rewarding than beating them with a lead pipe.

If you played and enjoyed the first game then this is a no-brainer as the upgrade is FREE.  Newcomers to the game are now going to get the premium experience, while existing players will have to decide if fancy graphics and immersive audio is worth a 6-8 hour replay.  While it doesn’t really continue the story of the first game Little Nightmares II does offer a horrifying peek into a much larger world that will leave you with more questions than you had going in.

The Medium Materializes on PlayStation 5 Today

Bloober Team, the masters of terror behind the acclaimed titles Blair Witch, Observer and Layers of Fear, launched psychological horror title The Medium on PlayStation®5 today. Now, shifting to the spiritual world, solving puzzles, and following various paths will have a supernatural sensation from the new DualSense™ integration on PS5™. Players can head to the PlayStation™ Store to acquire The Medium’s standard version, at a price of $49.99/€49,99/£41.74, or the Deluxe Edition, which includes the base game, the original soundtrack, and a digital artbook, at an MSRP of $54.99/€54.00/£43.99

To commemorate this otherworldly occasion, Bloober Team has shared gameplay footage captured on PlayStation®5 to illustrate the eerie dual-world experience on the title’s newest platform. Taking a step beyond, the PlayStation®5 version of The Medium utilizes the unique features of the DualSense™ controller, offering the most tactile and immersive version yet.

Additionally, Bloober Team and global retail publishing partner Koch Media have introduced the physical version of The Medium in tandem with the digital release for PS5™ worldwide for PC, Xbox Series X|S, and PS5™. The Medium has a standard physical edition as well as The Medium: Two Worlds Special Launch Edition, which is available at select retailers. Both editions are published and available in retail stores today, and The Medium: Two Worlds Special Launch Edition comes with an exclusive Steelbook™ cover, the original soundtrack, and a 32-pages hardcover artbook. In Japan, publisher NA Publishing will bring the game to PS5™ and PC by Holiday 2021. Bloober Team and Black Screen Records will also publish The Medium Original Soundtrack on vinyl and CD, with a release expected in October; pre-orders are available now for the price of €34.00.

The Medium is a third-person psychological horror game that features innovative dual-reality gameplay. Players assume the role of Marianne, a medium gifted with several psychic abilities, and explore the real and spirit world both alternatively and simultaneously to uncover a dark mystery masked by disturbing secrets, sinister spirits, and devious puzzles only a medium can solve. The Medium is enriched by an original soundtrack co-composed by Akira Yamaoka, known for his work on the Silent Hill series, and Bloober Team’s Arkadiusz Reikowski, creating a truly unique atmosphere across both worlds.

Developed and published by Bloober Team, and rated “M for Mature” by the ESRB and PEGI 18, The Medium is Bloober Team’s largest and most ambitious project to date, with no loading screens and utilizing the full potential of the latest version of the Unreal Engine 4. The game is available on PlayStation®5 today, September 3, 2021, and is also available for $49.99/€49.99/£41.74 on Xbox Series X|S, and PC via Steam, Epic Games Store, GOG, and the Microsoft Store.

For more information on The Medium, please visit; Follow us on Twitter @TheMediumGame; Like us on Facebook @MediumGame, or follow us on Instagram @the_medium_game.